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Alchemists



Class:  Alchemist
Arch-type:  Caster
Abbreviation:  ALC
Specialty:  Master of Potions
Special Abilities:  AoE Potions or HP/PoT Self Buff
Primary Stats:  Wisdom & Intelligence
Description:  Alchemists are an Eccentric and Inventive lot. They are best known for the powerful potions they can summon although they are also able to cast spells like other caster classes. Because of the volatile nature of these potions, Alchemists are able to wear leather armor giving them a higher armor class than the other caster classes. Alchemists are also able to use hammers and maces in combat.

Strengths:
  • Able to wear leather armor (much to the dismay of most healers when rolling for rares)
  • Can use hammers and maces as weapons (also to the dismay of healers)
  • Can create self only PoT potions
  • Able to produce "SoW" potions (tradeable at mid-levels and can use without popping invisibility)
  • Able to produce Invisibility potions (tradeable at mid-levels and can "reinvis" without popping invisibility)
  • Has AoE (Area of Effect) spells
  • Large damage potential - able to solo with practice/skill
  • Able to recover Mana quickly with potions
  • Ability to run and toss potions at same time - great when soloing
  • Good stat buffs
Weaknesses:
  • Potions require both hands (can't use weapon or shield)
  • Mana/PoT damage alchemist when he uses (is resistible with Poison Resist)
  • Not mana efficient - potions take lots of mana to create and then to toss
  • Lots of prep time - must spend lots of time creating potions before xp'ing
  • Can be hard to get groups - not many people play their alchemists well giving alchemists (in general) a bad reputation
Creation Tips:  Put a few points into your primary stats (Wisdom and Intelligence). Points can also be put into Dexterity since DEX is used to modify the damage that nuke spells do. Dexterity isn't as important for Alchemists as it is for other caster classes since at mid to high levels, Alchemists wont be nuking as much. Stamina is always important so don't neglect it! Whether soloing or just the occasional agro pull while grouping, you need to be able to last more than 1 or 2 hits! Another important thing to remember with an Alchemist is to get Poison Resistance (PR). The damage that an Alchemists mana potions do to them is resistible with PR, thus giving you less chance of an unneeded death. Where you put your starting points depends on what race you start with. Each has their own strengths and weaknesses. Be aware of what each offers to make an informed decision.

Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STARTING CITY  
 Dark Elf    50     65     55   70    75    90    50    Neriak  
 Elf   50    60    55    70    75    90    50    Fayspires  
 Erudite   50    60    55    65    80    95    50    Highbourne  
 Gnome   50    60    65     70    70    90   50    Klik Anon  
 Human East   55    65     60    65    75    80    55    Freeport 
 Human West   55    65     60    65    75    80    55    Qeynos 


Suggested Starting Stats:  
  STR     STA     AGI   DEX    WIS    INT    CHA    STATS CHANGED  
 Dark Elf    50     70     55   70    85    95    50    +10 INT +5 STA/INT  
 Elf   50    65    55    70    85    90   50    +10 INT +5 WIS/STA 
 Erudite   50    65    55    70    90    95    50    +10 WIS +5 STA/DEX  
 Gnome   50    65    65     70    85    90   50    +15 WIS +5 STA  
 Human East   55    67     60    67    83    88    55    +8 INT/WIS +2 STA/DEX 
 Human West   55    67     60    67    83    88    55    +8 INT/WIS +2 STA/DEX 

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